Alexei Stukov had a hard life, and an even harder death. He has been betrayed, shot into space, resurrected and infested, almost cured, and then experimented upon as the infestation returned. Now, his infestation spreads within the Nexus...
In the 25th century of Earth’s History, the United Earth Directorate Expeditionary Fleet was dispatched to reign in the Terran Colonies of the Koprulu Sector. The fleet arrived with the aim to subjugate the Terran colonies, enslave the new Zerg Overmind, and use their controlled Zerg broods to pacify the Protoss. Of the formidable commanders tasked with this imperative endeavor, Vice Admiral Alexei Stukov was second in command.
During the violent campaign in that system, developments ensued that would eventually cast Stukov in a traitorous light to his superiors. Having been found to be in violation of a direct order to destroy the powerful Psi Disrupter, Stukov was subsequently executed for his disobedience. Unbeknownst to the UED at the time, their ranks had been infiltrated by a powerful shape-shifting alien entity that sought to sow confusion about the importance of Stukov’s mission. After his death, Stukov’s corpse was later recovered by a renegade faction of the surviving Zerg cerebrates, who sought to infest human leaders and mutate them into leaders of their own colonies. As the first of their attempts to blend their genetics with that of humanity’s, the once lifeless husk of Stukov was reanimated into something at once both more and less than human.
Gameplay Summary Edit
Stukov is Melee Support with a aggressive kit compared to most Supports (akin to Kharazim and Rehgar), who is capable of spreading healing-over-time to his allies, and damage-over-time to his enemies. His trait, , allows him to detonate both damage and heal over-time to simultaneously spike damage/heal all those affected. Despite being a melee character, he fulfills most of his duties from the backline, having high utility by being capable of slowing and silence his opponents.
Overall, Stukov performs wells on defensive-oriented teams that can zone opponents and peel allies. He is best paired with Heroes capable of defending the backline, which allows for to spread reliably. While he can solo heal very well under these conditions, he performs even better with a suplementary off-healer.
- Good variety of talents to suit different builds.
- Low mana usage.
- Surprisingly high Basic Attack Damage; highest of all Supports, and even rivaling/surpassing some Assassins.
- is a cooldown with global range, affecting all allies and enemies, no matter where they are.
- This ability gives a surprisingly high amount of burst damage/healing.
- High sustained multi-target healing with and .
- In addition, Healing Pathogen has a surprisingly high spreading range.
- deals good amount of damage on its own, as well gradually slowling opponents.
- can silence enemies indefinitely (as long they're inside it), allowing to easily shutdown focused opponents that are under other forms of crowd control (such as slow and roots).
- In addition, channeling it costs no mana; only the initial cast.
- is a very versatile tool, useful for defending objectives or setting opponents for kills.
- can isolate key members of the enemy team if well timed, or stun them for kill setups.
- High learning curve, being difficult to master.
- Not enough tools to make entering melee range a viable option.
- In addition, he has very slow attack speed, slower than Leoric.
- Limited healing and damage potential when is on cooldown.
- In addition, it has a long cooldown.
- Very poor mobility.
- Very vulnerable to crowd control and focus fire until getting his Heroic Abilities.
- is easy to avoid without pre-crowd control, and Stukov is vulnerable while the channeling, becoming immobile.
- is hard to use, easy to avoid, and requires proper timing.
Heroic Abilities Edit
Tier 1, Hero Level 1 Edit
Tier 2, Hero Level 4 Edit
Tier 3, Hero Level 7 Edit
Tier 4, Hero Level 10 Edit
Tier 5, Hero Level 13 Edit
Tier 6, Hero Level 16 Edit
Tier 7, Hero Level 20 Edit
Talent Builds Edit
- Weighted Pustule Build: focused on improving , allowing Stukov to pressure and harass opponents from great distances, mass slow opponents when taking damage below 50%, all while being able to provided decent healing. This build is recommended when paired with Heroes that can already apply some kind of crowd control to their enemies.
- Lurking Arm Build: focused on improving , allowing Stukov to cover a larger radius as well longer range. This build is best used in maps with tight corridors and choke points, allowing to get the maximum of this ability.
- Bio-Kill Switch Build: focused on maximizing the effect of , increasing both healing and damage potential. In addition, sacrifices Stukov high Basic Attack Damage by turning it into long-range with a slow effect.
- Use sparingly since it has a long cooldown; save to use in key moments.
- Use it primarily to burst heal allies rather than damaging opponents.
- Prioritize casting on the frontlines, as it will always spread from the first host, meaning it will be easier for it go spread back to the team.
- Positioning is key. Make sure that your allies are within range to spread Healing Pathogen to each other; or move into their position to spread it yourself.
- Cast Healing Pathogen preemptively when you expect a team member to be attacked; this will guarantee that it will spread to the rest of the team faster.
- is great for both offense and defense; use it to secure kills or when you need to disengage from chasing enemies.
- is great to defend forts against melee siegers (such as Xul), as well attacking forts when there is enough backup.
- Do not use as an offensive cooldown; the damage is not significant enough. Instead, use only to defend objetives, peel opponents and protect allies.
- Use constantly as it has low cooldown; however, be mindful of positioning to get the most of it. Just be careful to not shove away focused opponents and ruin kill setups.
- If well positioned, it can be used to push opponents towards allied structures to put them in vulnerable situations.
Stukov is best paired with Heroes that are at their best when fighting together, as opposed to divers that will be out of the range of . Stukov is also very powerful strong with Heroes that have access to or similar, thanks to his slow effects (especially if is taken).
Effective against Edit
Stukov is highly efficient against Heroes that relies too much on cooldowns, as his can be held indefinitely if he doesn't take the Growing Infestation talent at level 7. Because of this, he excels at shutting down Heroes that rely on channeled abilities and spell-damage Heroes with low mobility. His Basic Attacks are also strong enough to retaliate when given the chance.
Effective foes Edit
High mobility Heroes can easily avoid Stukov's zone control. Also, Heroes with multiple crowd control abilities can capitalize on Stukov's poor mobility. Since Stukov lacks burst healing when is on cooldown, Heroes with high spike damage and/or ganking capabilities can put him in tight situations.
- Infested Admiral
|Infested Admiral||UED||Dictator||Zerus 100|
- Admiral Krakenov 400
- Decades ago, a mutiny forced the Admiral of the Three Anchors to walk the plank. On moonless nights, his form haunts Blackheart's Bay, calling itself "Krakenov" and demanding a lot of fish.
- This skin is related to Mistharbour themed-skins. Features altered voice-over and themed abilities.
- The "Dictator" skin is likely inspired on M. Bison from the Street Fighter series, more specifically his design in Street Fighter II.
- The "Admiral Krakenov" skin is most likely inspired on Davy Jones from the Pirates of the Caribbean series, due they sharing the concept of a "Octopus Pirate".
- The "Ghost" variation bears a resemblance to LeChuck from the Monkey Island series, particularly his incarnations in Monkey Island 2: LeChuck's Revenge and The Curse of Monkey Island.
- The "Tideswept" variation bears has a similar color scheme to Octodad, a character from the game of the same name, more specifically his design in the sequel Octodad: Dadliest Catch.
Patch changes Edit
- (Patch November 1, 2017) Note: Base Maximum Health increased from 1590 to 1682; Health regen increased from 3.31 to 3.5.
- (Patch October 11, 2017) Note: Health reduced from 1682 to 1590; Health regen reduced from 3.5 to 3.31.
- (Patch July 11, 2017) Note: Added.